Pokémon


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Clair is that bitch. Make her the new protagonist of the anime.
 
It really feels like even making Pokémon post-transition to 3D still results in the comments being “it looks better in 2D”, ddd. The move to 3D truly was a mistake.

Imagine if for Gen X they just go back into 2D. I’d cackle.
 
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The 3D looked perfectly fine in Gens 6 and 7, a bit less so in 8 but still good. This gen had a massive spike in people preferring the 2D art because they got rid of the cel shading and outlines entirely, that was the true mistake. Pokémon designs make the most sense as cartoons, so 3D ought to emulate that aesthetic. Yes I know I've said this a thousand times in this thread ddd
 
The 3D looked perfectly fine in Gens 6 and 7, a bit less so in 8 but still good. This gen had a massive spike in people preferring the 2D art because they got rid of the cel shading and outlines entirely, that was the true mistake. Pokémon designs make the most sense as cartoons, so 3D ought to emulate that aesthetic. Yes I know I've said this a thousand times in this thread ddd
Not really. If you were on Pokémon Twitter/Reddit at the time there were lots of comments claiming they looked like ass compared to the art (and not just the talk of older Gens).

In saying that, I actually disagree with a lot of you/the Internet as I feel this Gen is the Gen they finally perfected 3D Pokemon designs (literally none of the key art has changed my opinion for better or worse) and the majority of the comments are just people piling on the hate bandwagon though I still stand that the 3D shift lost a lot of the series’ original charm overall.
 
Seeing people talk about the 2D art on twitter like they know how game production works... is wild. "They traced 3D models" - drives me wild.

I think a big issue with Pokemon is that it needs to be a "2D" look but the Switch isn't able to properly do what would best show off the designs - or at least at the capacity for an actual fully fledged Pokemon game.
 
Seeing people talk about the 2D art on twitter like they know how game production works... is wild. "They traced 3D models" - drives me wild.

Yes, the concept art and internal reference sheets come before the model during the production pipeline, but that doesn't have anything to do with the final official art used for promotion.

ee8fafabe89e1c0b5c9ed3c8e0358884144a6acb.png


This is 100% traced over the model. That’s not an interpretation or theory, that’s the only thing that looks like this. A human not only can’t reference the model and draw this flawlessly symmetrical 1:1 mathematical replication of it but would not want to because it looks terrible.

eec8c54430bcda0a24980a03a99241e8569fc581.png


Look at Tentacruel. This is art drawn from just a sketch. No two tentacles the same width, head bubbles slightly uneven, bell drawn imperfectly on purpose so that the silhouette looks cooler and more balanced, wrinkles and seams placed where they look good rather than where a 3D object forced them to be.


6de59538c1d3b5faf182525991ceb48a216c3667.png


That tiny little sliver of right eye is not enough to look good as a deliberate choice, if you presented this in an art class they’d tell you to either show more of the eye or none of it. This is one of those things that happens only by following the exact details of a 3D object you didn’t care to pose in an aesthetically pleasing way before tracing.

For an example of the difference between something drawn from scratch and a model, even when they technically have the exact same pose, look at this:

0bb316ad8af095bed88e636245fa57bdf37038a6.png

43aef654603cd9d6d738c2b572ff4296797dc20f.png


Even when they’re posed exactly the same you can see that not a single detail of the artwork was traced over the model. The artwork has organic “imperfection” and “looseness” that makes a drawing look alive and appealing. The model can try to imitate the artwork as best as it could, but by necessity exhibits ultra-precise symmetry.

adb9cb38a0a32cf732519714a8d31bef742ef5f8.png


Take the head spikes for just one little example: the spikes in the drawing are not actually the same perfect length, but are drawn in such a way that they TRANSLATE to look the same length. It’s not a “flaw” that they aren’t geometrically true to life, it’s just how 2D drawing works. This aesthetically desirable “imperfection” cannot be replicated perfectly by the symmetrical CG model, where the spikes are “more obviously” the “correct” identical size but not necessarily what’s better looking, only more functional for three dimensional animation.

People are also showing pixel art sprites that have the same pose as the official art going "but they've always done this", not realizing that in that case both the sprite and the art were hand-drawn, with no model involved at any step of the process, so there isn't any real drawback to either basing the sprite on the art or vice versa.

tl;dr: If it isn't traced then that'd be implying that an artist sat down with a magnifying glass and a ruler to make sure the art matches the 3D topography almost pixel by pixel, to the detriment of well known drawing principles, which would be a much more ridiculous and unrealistic proposition than simply acknowledging they traced some of the art as yet another aspect of this release that was extremely rushed. I honestly can't with people saying the similarities are just “proof of the artist’s amazing skill”.
 
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Yes, the concept art and internal reference sheets come before the model during the production pipeline, but they absolutely did trace some models for (some of) the final official art, Toedscruel being one of the most obvious ones. They are too stiff and too perfectly symmetrical.
I am very familiar with this sort of pipeline (I'm an art director and illustrator). 3D assets were definitely probably used to help, but they aren't traced. You can overlay the art with the model and you can see that there are differences in shape and positioning of things. Work smart not stupid.

Are the poses stiff? Probably but also they've had stiff poses since Gen 1. People are always trying to find a new issue when it can be backed up from previous generations as well.
 
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Trust me, I am very familiar with this sort of pipeline. 3D assets were definitely probably used to help, but they aren't traced. You can overlay the art with the model and you can see that there are differences in shape and positioning of things.
You can't overlay the art with "the model" because we are talking about the one screenshot of the model in one specific frame of idle animation in one specific angle in the Pokédex or wherever else they took it from. There's not one definitive still render of the model, so of course it won't match 100%, they could have traced from an ever so slightly different camera angle or a different frame of animation and that would already throw all the elements off place. They could even have traced and then adjusted slightly afterwards with liquify or something like that, so the fact that they don't fully perfectly align when overlaid on top of each other means nothing. The points about proportions, etc all still stand.
 
You can't overlay the art with "the model" because we are talking about the one screenshot of a model in one specific frame of animation in one specific angle of the Pokédex or wherever else they took it from. There's not one definitive still render of the model, so of course it won't match 100%, they could have traced from an ever so slightly different camera angle and that would already throw all the element off place. They could even have traced and then adjusted slightly afterwards with liquify or something like that. The points about proportions, etc all still stand.

Trust me, this is my job. I understand we don't have access to whatever angle they may have used but also even if they used a 3D model as a base - you'd be silly not to use it as a base especially on something so structured.

To be honest I think they would have used the base of Tentacruel model and draw off of that.
 
he / him
Yes, the concept art and internal reference sheets come before the model during the production pipeline, but that doesn't have anything to do with the final official art used for promotion.

ee8fafabe89e1c0b5c9ed3c8e0358884144a6acb.png


This is 100% traced over the model. That’s not an interpretation or theory, that’s the only thing that looks like this. A human not only can’t reference the model and draw this flawlessly symmetrical 1:1 mathematical replication of it but would not want to because it looks terrible.

eec8c54430bcda0a24980a03a99241e8569fc581.png


Look at Tentacruel. This is art drawn from just a sketch. No two tentacles the same width, head bubbles slightly uneven, bell drawn imperfectly on purpose so that the silhouette looks cooler and more balanced, wrinkles and seams placed where they look good rather than where a 3D object forced them to be.


6de59538c1d3b5faf182525991ceb48a216c3667.png


That tiny little sliver of right eye is not enough to look good as a deliberate choice, if you presented this in an art class they’d tell you to either show more of the eye or none of it. This is one of those things that happens only by following the exact details of a 3D object you didn’t care to pose in an aesthetically pleasing way before tracing.

For an example of the difference between something drawn from scratch and a model, even when they technically have the exact same pose, look at this:

0bb316ad8af095bed88e636245fa57bdf37038a6.png

43aef654603cd9d6d738c2b572ff4296797dc20f.png


Even when they’re posed exactly the same you can see that not a single detail of the artwork was traced over the model. The artwork has organic “imperfection” and “looseness” that makes a drawing look alive and appealing. The model can try to imitate the artwork as best as it could, but by necessity exhibits ultra-precise symmetry.

adb9cb38a0a32cf732519714a8d31bef742ef5f8.png


Take the head spikes for just one little example: the spikes in the drawing are not actually the same perfect length, but are drawn in such a way that they TRANSLATE to look the same length. It’s not a “flaw” that they aren’t geometrically true to life, it’s just how 2D drawing works. This aesthetically desirable “imperfection” cannot be replicated perfectly by the symmetrical CG model, where the spikes are “more obviously” the “correct” identical size but not necessarily what’s better looking, only more functional for three dimensional animation.

People are also showing pixel art sprites that have the same pose as the official art going "but they've always done this", not realizing that in that case both the sprite and the art were hand-drawn, with no model involved at any step of the process, so there isn't any real drawback to either basing the sprite on the art or vice versa.

tl;dr: If it isn't traced then that'd be implying that an artist sat down with a magnifying glass and a ruler to make sure the art matches the 3D topography almost pixel by pixel, to the detriment of well known drawing principles, which would be a much more ridiculous and unrealistic proposition than simply acknowledging they traced some of the art as yet another aspect of this release that was extremely rushed. I honestly can't with people saying the similarities are just “proof of the artist’s amazing skill”.

All I'm taking from this is my man BARRASKEWDA the legend having great art
 
I forgot how damn cool Tentacruel was design-wise. Toedscruel doesn’t hit the same.

I went back into SwSh and it’s still ass to play and Galar is still ugly at times but it does run smoothly which is I guess what happens when it’s a Pokémon game on a limited plane.
 
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